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Killer mains what is your perspective of the reworked realms as of now?
I mean genuine killer main. Like you barely touch survivor. I want your opinion on the reworked realms overall say whatever you want. I just want an overall perspective form you guys. Do the realm overall then nitpick exceptions.
Comments
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I've played both roles a lot but predominantly killer these days.
I think Ormond is better, the other realms all worse. Killers only ever wanted more time and now on some maps you'll waste the first minute breaking walls. Also the main buildings have all had their windows buffed, really hurts the low-mid tier killers, so it's just one more reason for people to only play top tier.
New meat plant is the worst map I've ever seen in any videogame ever and I say that with no exaggeration. Whoever designed that should be ashamed.
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Ormond - Better, but I have the sideways wind when im searching for someone.
Meat plant - Crap for Survivor and killer. Far to many breakable walls and needless cr@p
Macmillian - Dear god, Claudette is invisible, Cant play this map during daylight hours if there is a hint of sunlight creeping through the curtains...you better hope your screen/tv has a MASSIVELY high brightness setting or your not seeing a thing
- The Chapel...Why is this map consistently the most visited map? Why?
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Ormond is better. The rest weren't worth putting off other maps for.
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They're definitely prettier, so that's something.
Breakable walls were an okay idea that was implemented poorly. O actually kinds like them on Dead Dawg and Badham (and to a lesser extent Midwich), but they're really bad on the original maps (Autohaven and the estate maps - I forget their name ATM).
The Game looks super dope but plays like a survivor main's wet dream. God pallets every 3 feet and breakable walls that are the worst in the game.
I haven't played the new Crotus maps as much but they seem fine. Father Campbell's Chapel seems more or less the same, bit other than some dirty setups near the shack it wasalways pretty balanced. Disturbed Ward now has a much better main building for killers, which I actually don't like. Mindgaming people in the asylum was too much fun. I wish they'd just made the map a little smaller so that gens weren't so far apart.
It all looks nice though, so there's that.
Edit: Ormond is a little better, but it's still one of the better survivor maps.
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Not enough grass for Trapper's traps
######### Meat Plant
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As requested, I play about 75% killer myself. My main is Doctor so my opinions on balance are likely biased toward the way I play him.
Realms - I'm happy with the realms overall. My favorite changes asthetically have come from Crotus Penn Asylum set and I cannot wait for more maps to use that tileset.
Map specifics I've noticed and would like to comment/nitpick
Sheltered Woods - this one used to be obviously killer-sided. However, now that they'd done very thing I suspected the map needed (more sight blockers and obstacles around the middle), the map feels considerably more balanced. I don't have an impression of which way it leans balance wise though.
Wretched Shop - The addition of the breakable door in the landmark feels so unnecessary and dumb, but I can live with it as it takes 2 seconds to fix.
Suffocation Pit - This map was always a challenge for me, but it feels like it somehow got worse, but I haven't been able to pinpoint the reason why yet.
The Game rework looks good, but I'm not sure it's done much to really address how unbalanced it is - it still feels like a heavily killer-favored map.
Treatment Theatre still remains my favorite map overall, and favorite rework
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Overall, the map reworks don't do anything good. All they do is add obnoxious, time-consuming breakable walls and, generally speaking, make loops even safer.
There are two exceptions. Ormond is definitely better for Killers now, but the main building is still the worst and the map is still huge. Meat Plant is... the safest map in the game. And that's including Haddonfield.
With the kind-of exception of Ormond, every single map rework has been a disaster. Especially Autohaven. I DESPISE new Autohaven. Way too dark, way too safe, and kills my frames for some reason.
I hope BHVR realizes how awful their map reworks are before too long.
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- Macmillan is pretty good, all the maps are pretty balanced. Shelter woods needs a better structure in the middle though
- Badham is still awful. So many safe pallets, big loopable structures and the gens are sometimes in different countries. They made the 'House of pain' tile even worse due to breakable walls.
- Autohaven is actually good now, no complaints from me. Gas heaven needs a change to the massive wall of cars but that's it
- Gideon they somehow made twice as worse as it was before. More safe pallets, dumb breakable walls and dead ends
- Ormond is much better. Still quite large, but nowhere near as many safe pallets. They also added back the snow mobile thing and made the main building a bit weaker which is a plus.
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Those map reworks really destroyed Trapper,right?
So many fun spots are gone,really killed my enjoyment playing as Trapper ._.
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Midwich is a bit worse from a design perspective. How do you fix midwich?
At least with the game you could add more of those jungle gyms as opposed to safe pallets
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Visually better.
Balance wise, barely improved. They are better, don't get me wrong, but still for the most part quite unbalanced.
IE when we said we need map reworks to better balance the game, this hasn't been it.
Also some maps like many Autohavens really need reworks in the form of just how they play to make them more interesting. They still feel so boring. They're just a big, open field of pallets and loops without much mind games (low walls).
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I'm not a main based off of your initial post, but Autohaven's coloring is absolutely terrible for my colorblindness as either side. I struggle to see movement on it anymore, it's all just washed out. That one's gotta be my least favorite rework since I loved the realm before.
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I think that I have played survivor only once and it was when Nurse was released, so here we go.
The Game: Still has the same problem as ever. Survivors suffer because of the size of the map and killers suffer as well because almost all pallets doesn't have mundane, so unless the survivor is a potato, all you can do is brute force all pallets until all of them are broken. Also, I would like to note that the number of breakable walls on this map is ridiculous. I like breakable walls but this map puts so many of them that half of the game you are just going to be breaking them simply to get around.
Autohaven Wreckers: The reworked maps are okayish. I just don't like Azarov's Resting Place because I am don't like being forced to 3 gens survivors. It is not a unfair map, it is just boring.
Macmillian State: Most of the maps are okay for me with the exception of Suffocation Pit. The thing with that specific map is that to some extent it feels like it has the same problem as Azarov's Resting Place, being a 3 gen map. It's boring and almost forces you to stick to one part of the map although not as bad as it's Autohaven counterpart. Also, the center of Suffocation Pit is ridiculously full of pallets. It's a jungle gym after a jungle gym after a jungle gym very close to each other. Not fun at all.
Ormond: I'm okay with the map. Tbh, I have never had any problem with Ormond. I just wish the map was a bit smaller...
Yamaoka State: Family Residence is okay. Feels a bit too big but it's not that bad. Sanctum of Wrath on the other hand is okay as well, not having the same size problem.
Badham Preschool: I despise this map. Not as much as I despise Haddonfield but I do hate it a lot. Idk if I am just bad at looping those small houses but these loops feel like they take much more time than they should. The breakable walls on the school itself are pretty pointless. You are not going to be breaking them unless you downed the survivor inside the school and the basement hasn't spawned in the underground, which makes me wonder... Why not just put a permanent hook on the school's underground in the first place?
Crotus Penn Asylum: The Chapel was always a balanced map so nothing to say about this map but the Disturbed Ward... Omg. In the past, everytime a survivor would run into the main building I would just give up on the chase as there were not only a really strong window loop in there but also a lot of god pallets. They made the main building so much better with this rework that I have to say that I am really proud of Behaviour on that matter.
I think these were all the Graphics Updates until now.
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Starting to think they've done it on purpose
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Kinda ironic that the mascot of this game is also the weakest killer
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The amusing part of the irony has worn off for me now though, it's just stupid at this point
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I always thought they really shafted Trapper with the grass. Like literally double the grass on most maps, there's barely any. Would add so many more potentially creative trap placements.
I also thought they should've added a "grass" replacement on indoors maps for trap based killers. IE trash on the ground, thick floor fog in areas, etc etc. Something to pseudo have the same effect as grass would so trap killers aren't hard shafted.
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Yeah,it's almost 5 years since release and Trapper still has to deal with 1 trap basekit lol
Balancing in this game is soo weird,i just don't get it 🤷♂️
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All of them suck for stealth killers except for the game, but then again it has 95 pallets so it sucks. You can see across the entire map on most areas.
I don't like the unnecessary breakable walls. It just adds a level of tedium for no good reason.
Other than that, I think they're pretty good.
Edit: forgot to mention the weird fps drops on the reworked maps especially during lunges or blood luat. ######### is with that? The non reworked maps don't do this.
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They're not really addressing any of the actual issues with these maps when they rework them. Ormond is a bit better, I'll give them that. But The Game is horrendous if survivors actually know what they're doing. Father Campbell's main building is still busted depending on RNG. Crotus Prenn main building is still busted. Like...why dump so many resources into the maps and not do an actual good faith balance pass on them? Stop balancing around potatoes.
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in general i do like the visual updates.
however, i have a few problems with them aswell:
1) the maps are way too dark. a claudette shouldnt just disappear on my screen just because she ran past a bush.
2) the new grass texture is horrible. its literally a HUGE shadownerf to the Trapper, as Beartraps in tall grass are super easily spotable now - ive had ppl spot and avoid traps mid chase when they have never even been on that side of the map before.
3) the complete redesign of objects also works as a huge shadownerf to Deathslinger, as there are a lot less holes to shoot through now. they just took away all the fun spots for him to squeeze a harpoon through :c also shack is a lot safer against him now - especially since you cant shoot through the boarded up windows.
4) Breakable Walls are... not always the right thing to do. i really like them on Midwich and i dont find them to be too bad on Dead Dawg, but all those maps that were designed without Breakable Walls in mind just show that very clearly. like, there arent any present unless like one or two in the main buildings. at that point they could have just not put any there in the first place.
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Overall incredibly underwhelming if not detrimental to the maps themselves. The main culprit is breakable walls, their addition to the game has been horribly mismanaged and has detracted from most of the maps they've been added to. Breakable walls were supposed to be an option for killers to make some of the already strong tiles in the game easier if they invested some time, not an excuse to add more. Instead of this the devs created a bunch of new strong areas, a lot of which breaking the wall is near required to successfully run the tile. While in most maps it's not as serious, Dead Dawg Saloon is a perfect example of the issue. Every time you load into the map you are at an incredible disadvantage if you don't break most of the walls. These walls don't even make the game that much harder it's just a new annoying and tedious thing you have to do if you don't want to be at a disadvantage. Starting a game as killer with the addition of a bunch of strong tiles that you have to take care of makes maps much more boring. There is no strategy to these walls, they're either "you are at a disadvantage if you don't break this" or "my inclusion is meaningless don't bother". They are the main issue I have with the reworks.
A few nitpicky things more specific to certain maps.
The Game (Gideon Meat Plant)- I am honestly baffled that they managed to make this map even worse than before. The Game has always been a pallet breaking simulator and an incredibly boring experience but this is insane.
Autohaven Wreckers- Autohaven is a shell of it's former self, the ominous green fog has been ruined and the entire realm has been shrouded in this disgusting darkness. And there are suddenly a bunch more dead zones making catching people in the open incredibly common.
Ormond- It's... better. The map is still fairly strong due to it's size but the overwhelming amount of maze tiles have been toned down to a very respectable amount. Pretty happy with this one.
Even though the graphic rework looks good for the most part, and the maps still feel much of the same, breakable walls have thrashed the possibility of me considering this a "successful rework". Of course whether or not you consider the addition of the breakable walls as part of the rework or just the addition of a new mechanic is up to you, either way...
Meh.
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Visually? Pretty good. I don't think it was a necessary change (I really liked the old versions) but I can't deny that it is visually better.
Balance wise? Not so good. Yamaoka and Badham barely improved. Autohaven, MacMillan and Ormond haven't changed much, but they are a little bit better. The Game and Crotus Prenn are, in my opinion, worse. Crotus Prenn still has some of its insane loops and The Game... well, II don't think I have to continue...
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The only good change that was done was the Ormond rework. Everything else SUCKS. I was really pissed off to see my favorite realms (Autohaven and Macmillan) ruined. Also liked crotus prenn but not so much anymore. The Game was ok but now it's garbo. Badham was always terrible. Lerys too. Yamaoka estate is borderline bearable like it always was
Seriously ######### breakable walls. The only good thing that came from them was nerfing the preschool by blocking two of the entrances, but the thing is that completely defeats the whole purpose of them. To be broken.
At this point the only maps left that I still like besides new Ormond are the Coldwin Farm maps. I'm sure that raises some eyebrows but if you haven't figured it out by now I'm just really biased towards the og realms. Not sure why but that's how it is for me. That's why I was happy we didn't get a new map this chapter.
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All I'll say about the new maps is that (and I say this having checked from both sides,) hilariously the shading on the Crotus Penn maps (the asylum specifically) makes it almost impossible to see grass-covered traps while in chase--the color matches the traps exactly, so they're literally impossible in shade and difficult in normal settings. They're easy to spot everywhere else, but I love the unintentional buff.
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Aesthetically, they look better but from a gameplay point of view. They're just either a little better, or worse.
Ormond is better, but not by much.
They made the Game even worse.
Every rework gets shafted with 5 survivor infinites with a breakable wall for interactive gameplay.
God I hate breakable walls.
PLEASE STOP WITH THEM
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Remove breakable walls and address the ridiculous amount of pallets on meat plant pls bhvr.
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Mnhh Ormond is better now, not great but better.
Autohaven is the same, better, but not great. Blood lodge is still survivor sided for example, just slightly less so. Azarov's is slightly killer sided, but less so than it used to be.
The meat plant is just awful. Endless supply of god pallets makes it a nightmare for killer; with a lot of room to just hold W and go.
Bedham is still survivor sided trash in need of a massive rework....
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f**kin breakable walls
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